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11/14/16
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Human-Computer Interaction IS4300
P6 – Software Prototyping n DUE NOW n IMPORTANT:
n Your system must actually run and support your 3+ tasks to some level of fidelity.
n Other students in the class must be able to download your software on any readily available computer and walk through the 3 tasks with little or nor help from you.
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Computer-Supported Cooperative Work (CSCW)
n Def.: “the study of how people work together using computer technology”
n Examples of systems that you use? n email n shared databases/hypertext n video conferencing n chat systems n real-time shared applications
n collaborative writing, drawing, games
Groupware n Groupware denotes the technology that
people use to work together n “systems that support groups of people
engaged in a common task (or goal) and that provide an interface to a shared environment.”
n CSCW studies the use of groupware n “CSCW is the study of the tools and
techniques of groupware as well as their psychological, social, and organizational effects.”
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Collaboration n What is “collaboration”?
n How do we classify applications?
n Frequently people need to cooperate n create/modify documents, drawings, designs
n Two key ways n at different times (asynchronously)
n see changes previous workers have made
n simultaneously (synchronously) n actions taken by user must be seen immediately
CSCW apps aka Groupware
same place different place
synchronous communication
asynchronous communication
• SMS, IM • MUDs • Shared work surfaces • Shared PCs/editors • Shared calendar
• email • bulletin board, USENET
• argumentation • co-authoring (word) • PARC Tab
• smart meeting rooms • shared PCs/editors
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Collaboration Shuman & Twobly, The Real Power of Collaboration, 2009
n Collaboration is a purposeful, strategic way of working that leverages the resources of each party for the benefit of all by coordinating activities and communicating information within an environment of trust and transparency.
Taxonomy of Collaboration Camarinha-Matos, et al, 2006
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Types of Cooperation Dix
n Focused partnerships n users who need each other to complete a task
n often a document or image to work on n e.g., joint authors of a paper
n Lecture or demo n person shares info. with users at remote sites
n questions may be asked n may wish to keep history and be able to replay
Types of Cooperation (cont.)
n Conference n group participation distributed in space
n at same time or spread out over time
n Structured work process n a set of people w/ distinct roles solve task
n e.g., hiring committee accepts applications, reviews, invites top for interviews, chooses, informs
n aka “work flow” or “task flow”
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Types of Cooperation (cont.) n Meeting and decision support
n meeting w/ each user working at a computer n e.g., PDA Brainstorming tool
Classification by Function Cooperative work involves:
Participants who are working Artifacts upon which they work
participants
artifacts of work
control and feedback
P P
A
communication
understanding
direct
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What interactions does a tool support? Classification by primary function
n computer-mediated communication n direct communication between participants
n meeting and decision support systems n common understanding
n shared applications and artefacts n control and feedback with shared work objects
participants
artifacts of work
control and feedback
P P
A
communication
understanding
direct
meeting and decision support systems
– common understanding
computer-mediated communication
– direct communication between participants
shared applications and artifacts
– control and feedback with shared work objects
Shared Applications and Artifacts Compare purpose of cooperation:
n meeting rooms and decison support systems – develop shared understanding
n shared applications and artifacts – work on the same objects
technology similar but primary purpose different many different modalities (time/space matrix)
n shared windows – synchronous remote/co-located n shared editors – synchronous remote/co-located n co-authoring systems – largely asynchronous n shared diaries – largely asynchronous remote n shared information – any, but largely asynchronous
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Shared editors - multiple views
Options: n same view or different view n single or separate insertion points
Single view
⇒ scroll wars Multiple views
⇒ loss of context with indexicals
loss of WYSIWIS …
‘I don’t like the line at the top’ ‘but I just wrote that!’
We will look at some of the options and how they affect the style of cooperation. Thinking about the shared view vs. different view options, it at first seems obvious that we should allow people to edit different parts of a document. This is certainly true while they are working effectively independently.
More adaptable systems are needed to allow for the wide variation between groups, and within the same group over time. We will look at some of the options and how they affect the style of cooperation. Thinking about the shared view vs. different view options, it at first seems obvious that we should allow
your screen your colleague’s screen
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Communication through the artifact When you change a shared application:
n you can see the effect – feedback
n your colleagues can too – feedthrough feedthrough enables …
communication through the artifact Examples of feedthrough?
Integrating communication and work
Added: deixis – reference to work objects feedthorough – for communication through the artefact
control and feedback
P P
A
communication
understanding
direct
deixis
feedthrough
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Classification by Shared information Granularity of sharing
n chunk size small – edit same word or sentence large – section or whole document
n update frequency frequent – every character infrequent – upon explicit ‘send’
Additional dimensions of CSCW
n Participation: Open/Closed n Governance: Hierarchical/Flat n Work Situation or Nature of Task:
Routine/Planned/Novel n Group type: Homogeneous/diversified;
newly formed (adhoc)/working group
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Kinds of Awareness in Synchronous Remote CSCW?
n Social n Who is here? What are their roles?
n Task n What do I know about the task and its
structure?
n Workspace n What are others doing?
Workspace Awareness n What information should be captured? n How displayed to other users? n Same task same view (WYSIWIS) n Same task different view n Radar view n Multiple WYSIWIS
n See what others see
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Summary: some dimensions of CSCW classification
n Place/Time n Collaboration
n Basic, Coordination, Cooperation, Collaboration
n Function n Direct communication, shared understanding, control & feedback
n Participation: Open/Closed n Governance: Hierarchical/Flat n Work Situation: Routine/Planned/Novel n Group type: Homogeneous/diversified; newly formed
(adhoc)/working group n Awareness (remote/sync): Social / Task / Workspace
Classification?
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Classification?
Classification? Coursera
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Classification? Google docs
Classification? Telepresence
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Classification? Microsoft Surface
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Meeting and decision support systems
argumentation tools meeting rooms
shared work surfaces
Some early research - Clearboard
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Issues for cooperation Argumentation tools
n concurrency control n two people access the same node n one solution is node locking
n notification mechanisms n knowing about others' changes
Meeting rooms n floor holders one or many?
n floor control policies n who can write and when?
n solution: locking + social protocol n group pointer
n for deictic reference (this and that)
Now ubiquitous examples of meeting support
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Implementing groupware
feedback and network delays architectures for groupware
feedthrough and network traffic toolkits, robustness and scaling
Feedback and network delays screen
feedback
user types
local machine
client
remote machine
server
remote application
1 2 3 4 5
7 9 8 6
network
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Types of architecture centralized – single copy of application and data
n client-server – simplest case
replicated – copy on each workstation n also called peer-peer n + local feedback n race conditions
Often ‘half way’ architectures: n local copy of application + central database n local cache of data for feedback n some hidden locking
Example – Synchronous CSCW “Collaborative Virtual Environments”
n Second Life
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Issues with Social Networking SecondLife, FaceBook, etc.
n Can these technologies replace human-human interaction? n can you send a “handshake” or a “hug” n how does intimacy survive?
n Are too many social cues lost? n facial expressions and body language for enthusiasm, disinterest, anger n will new cues develop? e.g., :)
Trust in CMC (Olsens, UMich) n Outcome:
n Prisoner’s dilemma
n Study 1 n F2F best n VMC = f2f, but took longer n Text Chat never trust
n Study 2 n CMC getting acquainted leads to higher trust
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Exertion Interfaces (Mueller)
Exertion Interfaces (Mueller)
Qualitative self-report measures of social bonding – greater for exertion interface compared to desktop keyboard interface.
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Groupware Success & Failures
Grudin
Groupware Failures n Why does groupware fail?
n disparity between workers & beneficiaries n threats to existing power structures n insufficient critical mass n violation of social taboos n rigidity that counters common practice or
exceptions
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Success/Failure of Groupware n Depends on competing alternatives
n collaborators down the hall or across country?
n If users are committed to system, etiquette & conventions will evolve n tend to arise from cultural & task background n users from different orgs or cultural contexts may
clash n Synchronous systems that work well for 2 users may be
less effective w/ more users
CSCW Exercise
n Form teams n Brainstorm a new groupware extension
for one of your projects (10 mins) n Sketch the UI n Classify it
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Homework I7 Heuristic Evaluation
n Each of you will evaluate three projects (each project gets 9 reviews).
n ASAP – check to make sure you can run the interface. n Contact me and the project members if any problems.
n You are to evaluate using heuristic evaluation as covered in Nielsen. n Answer how well the interface meets each of the criteria. n Write 1-2 page report on each project covering at least 10 issues
(positive or negative). Clarity is important (screen shots where possible). For problems, classify them as Cosmetic, Minor, Major, or Catastrophe.
n Post each review on a separate web page and email the relevant URL to the appropriate team members.
n Work through the 3 tasks used in paper prototyping, unless otherwise specified
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Heuristic Evaluation & I7
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Nielsen’s Heuristics 1. Simple and Natural Dialogue
n “Less is More” / KISS n Omit extraneous info, graphics, features
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Nielsen’s Heuristics 2. Speak the User’s Language
n Use common words, not techie jargonn But use domain-specific terms where
appropriaten Don’t put limits on user defined namesn Allow aliases/synonyms in command
languagesn Metaphors are useful but may mislead
Nielsen’s Heuristics 3. Minimize User Memory Load
n Use menus, not command languagesn Use combo boxes, not textboxesn Use generic commands where possible
(Open, Save, Copy Paste)n All needed information should be visible
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Nielsen’s Heuristics 4. Consistency n Principle of Least Surprise
n Similar things should look and act similarn Different things should look different
n Other propertiesn Size, location, color, wording, ordering, …
n Command/argument ordern Prefix vs. postfix
n Follow platform standardsn Kinds of Consistency
n Internaln Externaln Metaphorical
Nielsen’s Heuristics 5. Feedback n Keep user informed of system state
n Cursor changen Selection highlightn Status bar
n Response timen < 0.1 s: seems instantaneousn 0.1-1 s: user notices, but no feedback neededn 1-10 s: display busy cursor or other feedbackn > 10 s: display progress bar
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Nielsen’s Heuristics 6. Clearly Marked Exits
n Provide undon Long operations should be cancelablen All dialogs should have a cancel button
Nielsen’s Heuristics 7. Shortcuts
n Provide easily-learned shortcuts for frequent operationsn Keyboard acceleratorsn Command abbreviationsn Stylesn Bookmarksn History
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Nielsen’s Heuristics 8. Good Error Messages n Be precise; restate user’s input
n Not “Cannot open file”, but “Cannot open file named paper.doc”
n Give constructive helpn why error occurred and how to fix it
n Be polite and non-blamingn Not “fatal error”, not “illegal”
n Hide technical details (stack trace) until requested
Nielsen’s Heuristics 9. Prevent Errors n Selection is less error-prone than typingn Disable illegal commandsn Description Error
n different things/commands should look and act different
n Mode Error n Eliminate modesn Visibility of moden Spring-loaded or temporary modes
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Nielsen’s Heuristics 10. Help and Documentation n Model
1. Searching 2. Understanding 3. Applying
n Important features n Index n Overview map n Help visible while user is applying n Describe confirmatory feedback
Norman: Visibility
n aka “Obviousness” n The correct parts must be visible. n They must convey the correct message. n Impacts learnability. n How different from affordance? n Examples?
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Homework I7 Heuristic Evaluation
n Each of you will evaluate three projects (each project gets 9 reviews).
n ASAP – check to make sure you can run the interface. n Contact me and the project members if any problems.
n You are to evaluate using heuristic evaluation as covered in Nielsen. n Answer how well the interface meets each of the criteria. n Write 1-2 page report on each project covering at least 10 issues
(positive or negative). Clarity is important (screen shots where possible). For problems, classify them as Cosmetic, Minor, Major, or Catastrophe.
n Post each review on a separate web page and email the relevant URL to the appropriate team members.
n Work through the 3 tasks used in paper prototyping, unless otherwise specified
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Project Topic T11 Kenny, Eric, Sebastian Stub hub
2 Alex G, Calvin, Pavel x 2 Textbook resale3 Nick, David, Alex L, Bo-Ren Multilingual JFK4 Jenny, Jacques, Suhani Music player5 Noah, Jon, Bahar, Melina MyCampus6 Kevin A, Jacob T OS Permissions7 Daniel, Kevin Z Gamified scheduler8 Jacob VH, Cody OCRemix
Tester ON P1 P2 P3Altschuler, Kevin 6 4 2 7Appleby, Noah 5 4 6 3Bond, Nicholas (Nick) 3 8 1 2Chen, Bo-Ren 3 8 2 6Corbett, Jonathan (Jon) 5 7 4 6Deschamps, Sebastian 1 6 5 8Gimmi, Alexander 2 1 3 4Haji-Sheikhi, Bahar 5 8 6 7Hennessy, Daniel 7 5 8 1Hersey, David 3 2 1 5Krug, Kenneth (Kenny) 1 3 2 7LaPierre, Jennifer (Jenny) 4 3 1 2Lim, Alexander 3 4 5 6Mathieu, Jacques 4 3 7 5Pomerantz, Calvin 2 1 3 4Potapov, Pavel 2 5 6 7Sadikov, Pavel 2 8 1 3Sayegh, Melina 5 2 7 4Shah, Suhani 4 5 6 8Taylor, Jacob 6 7 8 1Tseng, Eric M. 1 2 3 4Van Heemst, Jacob 8 5 6 7Wetherby, Cody 8 1 2 3Zhou, Kevin 7 8 4 5
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To do
n Read n Industry design guidelines (2 papers) n Accessibility (review Benyan 4.2)
n Start I7 (due 1 week)